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In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

The Fanatic

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A fanatic readying a Smite with his unarmed strike

A fanatic is a warrior who makes his own brand of divine justice. He uses the powers given to him by his god to crush his enemies and punish those who would stand in his way.

Alignment: A fanatic draws power from his deity, so he must share the same morals as him in order to do so, but the desire to change the world through force that is necessary in order to become a fanatic centers him firmly as chaotic.

Role: A fanatic is a striker. His only abilities involve crushing his enemies, and often times, it's all he wants to do anyway. Fanatics have absolutely no utility class features, making it hard for them to contribute out of combat.

Other Party Members: Fanatics and paladins of honor often butt heads over how to correctly handle any given situation (especially if they worship the same deity). As such, fanatics tend to avoid paladins when choosing who to travel with.

Religion: Fanatics are devout followers of their deities, to the point where the word "cultist" is often used to describe them. Though a fanatic needs no time to prepare in order to draw upon his holy power like clerics or paladins, he will often come up with a morning ritual of some kind in order to please his god.

Ability Scores: Charisma determines how powerful your Smite ability is, but Strength determines how powerful your attacks are when you can't Smite. Ranged fanatics are rare, but if you choose that route, replace Strength with Dexterity. Constitution is helpful to keep a melee fanatic standing.

Alignment: A fanatic must worship a deity. Unlike a cleric, he may not draw his power from an ideal, it must be an actual god or goddess. A fanatic must match his deity's alignment on the morality axis (Good-Neutral-Evil). No matter what deity he worships, a fanatic must be Chaotic.

Weapon and Armor Proficiency: Fanatics are proficient with simple and martial weapons, as well as with their deity's favored weapon (even if it is exotic). A fanatic is proficient with light, medium, and heavy armor, and with shields (including tower shields)

Fanatical Smite (Su): Filling his blade with divine power, a fanatic can strike out against his foe and punish him. When attacking a creature that a fanatic considers an enemy, he may declare he is using a Smite. He adds his Charisma bonus (if any) to his melee attack roll, and deals additional damage equal to his class level if he hits. If he misses, his Smite is wasted. A fanatic can use the Fanatical Smite ability once per day per class level, with a number of extra daily uses equal to his Charisma bonus at the moment he wakes up (minimum +0 uses). A fanatic requires 8 hours of rest to refill his daily uses of Fanatical Smite. Fanatical Smite is treated as a Smite ability for the purposes of feats, and is also treated as Smite Evil for the purposes of feats if the fanatic is good, or Smite Good if the fanatic is evil.

Detect Opposition (Sp): A fanatic can detect his enemies just as easily as a paladin can. At will, a fanatic may use detect law as a spell-like ability. A good fanatic may also use detect evil as a spell-like ability at-will, and an evil fanatic may use detect good as a spell-like ability at-will.

Aura of the Chaotic Champion (Ex): A fanatic is a servant of chaos and disorder. She projects an Aura of Chaos, as a cleric equal to fanatic level.

Augment Smite (Su): Starting at 2nd level, the fanatic gains the ability to augment his Fanatical Smite attack with a Smite-Enhancement ability (Labeled (Sm) in the class). A fanatic may use any Smite-Enhancement ability he has access to whenever he uses his Fanatical Smite ability, but he may only augment a particular Smite with one Smite-Enhancement at a time. The DC for a saving throw to resist a Smite-Enhancement ability, if any, is 10+1/2 the fanatic's class level+his Charisma modifier.

Lesser Chaotic Smite (Sm): A creature hit with Lesser Chaotic Smite must make a Will save or be confused for 1 round. If the creature is already confused, the duration of its current confusion effect is increased by 1 round. Chaotic-aligned creatures or creatures of the [Chaotic] subtype are immune to Lesser Chaotic Smite.

Sickening Smite (Sm): A creature hit with Sickening Smite must make a Fortitude save or be sickened for 1 round. If the creature is already sickened, it becomes nauseated for 1 round.

Bonus Smite Feat (Ex): At 4th level, and every 4 levels after that, a fanatic gains a bonus feat. This feat must include Smite ability, Smite Evil, or Smite Good in its prerequisites, and the fanatic must meet all prerequisites of the feat in order to gain it as a bonus feat.

Charging Smite (Ex): Starting at 5th level, whenever a fanatic delivers a Fanatical Smite attack at the end of a charge, he deals extra damage equal to twice his class level (this is in addition to the normal bonuses the Smite grants). If a fanatic is able to attack more than once at the end of a charge, this bonus damage only applies to the first successful Fanatical Smite of each charge.

Double Smite (Ex): Starting at 6th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to two attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Anarchic Smite (Su): Starting at 7th level, whenever a fanatic uses his Fanatical Smite ability, his weapon is treated as chaotic-aligned for the purposes of overcoming damage reduction. The fanatic's Fanatical Smite ability deals an additional +2d6 damage to all lawful-aligned creatures and creatures with the [Lawful] subtype. (This extra damage is not multiplied on a critical hit)

Chaotic Smite (Sm): A creature hit with Chaotic Smite must make a Will save or be confused for one round per fanatic class level. If the creature is already confused, this ability has no effect. Chaotic-aligned creatures and creatures with the [Chaotic] subtype are immune to Chaotic Smite.

Rampaging Smite (Ex): Starting at 10th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to four times his class level (this overrides Charging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to twice his class level.

Triple Smite (Ex): Starting at 11th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to three attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Disorienting Smite (Sm): A creature hit with a Disorienting Smite must make a Will save or be dazed for 1 round. If this attack is used against a dazed creature, the creature must make a Fortitude save or be stunned for one round, and have its dazed effect extended by one round.

Terrifying Smite (Sm): A creature hit with a Terrifying Smite must make a Will save or be shaken for one minute. This is a mind-affecting fear effect, and stacks with itself and other fear effects normally.

Ferocious Smite (Ex): Starting at 15th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to six times his class level (this overrides Rampaging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to four times his class level (this also overrides Rampaging Smite).

Quadruple Smite (Ex): Starting at 16th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to four attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Enervating Smite (Sm): A creature hit with an Enervating Smite gains two negative levels. These negative levels fade in one hour.

Constricting Smite (Sm): A creature hit by a Constricting Smite must make a Will save or be held. Each round it must make a Will save or be held again. This effect continues until the creature saves, after that it is freed entirely. If used against a creature who is already suffering from a Constricting Smite, the creature must make a Will save or suffer a cumulative -2 penalty to all its saving throws against being held until its current Constricting Smite condition ends.

Absolute Smite (Su): Starting at 19th level, when a fanatic uses the Fanatical Smite ability, his attack ignores all hardness, and overcomes all forms of damage reduction and regeneration.

Eviscerating Smite (Ex): Starting at 20th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to eight times his class level (this overrides Ferocious Smite).

Debilitating Smite (Ex): Starting at 20th level, a fanatic may apply up to two different Smite-Enhancement abilities to a single Fanatical Smite attack.

Variant Class: The Enforcer
The enforcer is a less rebellious fanatic, one who does not push his views and his justice on others as forcefully, and even puts his faith second to the rules sometimes.

Alignment: An enforcer's alignment must match his deity's alignment. If his deity is Chaotic, then he is a normal fanatic rather than an enforcer.

Detect Opposition: An enforcer does not gain the ability to detect law at will. If he is lawful, he gains the ability to detect chaos at will. This ability otherwise functions as normal (including allowing a good or evil enforcer to detect evil or detect good, respectively. A true neutral enforcer does not receive the benefits of detect opposition.

Aura of the Chaotic Champion: An enforcer does not gain an Aura of the Chaotic Champion. Instead, he chooses one component of his alignment (Good, Lawful, or Evil) and projects an aura of that alignment equal to his character level instead. A true neutral enforcer does not project an aura.

Lesser Chaotic Smite: An enforcer does not gain the benefits of Lesser Chaotic Smite. An enforcer's 2nd level simply contains Augment Smite, it does not offer him the use of any Smite-Enhancement Abilities until he gets Sickening Smite at 3rd level.

Chaotic Smite: An enforcer does not gain the benefits of Chaotic Smite. An enforcer does not receive any class features at 9th level.

Anarchic Smite: When an enforcer reaches 7th level, he chooses one component of his alignment (Lawful, Good, or Evil). Whenever he uses his Fanatical Smite ability, an enforcer treats his weapon as if it were that alignment for the purposes of overcoming damage reduction. If the enforcer chose Lawful, he deals an extra +2d6 with his Fanatical Smite to chaotic creatures, and calls this ability Axiomatic Smite. If the enforcer chose Good, he deals an extra +2d6 to evil creatures and calls this ability Holy Smite. If the enforcer chose Evil, he deals an extra +2d6 to good creatures and calls this ability Unholy Smite. The extra damage is not multiplied on a critical hit. This is a supernatural ability. A true neutral enforcer does not gain the benefits of Anarchic Smite, and receives no class features at 7th level.

"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."

Originally Posted by The Glyphstone

Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

I think there's quite a good reason for them to be Chaotic, since they are on a mission to deliver their own brand of justice and that involves Smiting people they see as foes rather than arresting them or negotiating with them, but okay.

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Aura of Chaos is a perfectly reasonable name for such a class feature, but then again it is also the name of a Tome of Battle stance from the Devoted Defender discipline... consider changing it to "Chaotic Aura" or something? Or just leave it as "Aura" like for the cleric and paladin...

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by DracoDei

Aura of Chaos is a perfectly reasonable name for such a class feature, but then again it is also the name of a Tome of Battle stance from the Devoted Defender discipline... consider changing it to "Chaotic Aura" or something? Or just leave it as "Aura" like for the cleric and paladin...

((Note to self: Edit linking in here later.))

Well, actually the paladin's ability is called "Aura of Good" (for obvious reasons) but I see where you're coming from. Sure, Chaotic Aura sounds fine.

Edit: Decided against "Chaotic Aura" because I already had "Lesser Chaotic Smite" and "Chaotic Smite", so it sounded repetitive. Instead, I changed it to Aura of the Chaotic Champion, which I think sounds much better.

He can spend any number of his Bonus Smite feats on Extra Smite, which can get him 2-3 extra uses of Smite, depending on which version of the feat you're going with (it stacks with itself and you can take it as many times as you like).

But I suppose adding a few daily uses would make it easier for the first few levels, so I'll make it Class level+Cha (Smiting would take a lot out on somebody, but he receives his power from his deity, so it would be based on the stat that links him to his god instead, which is Cha)

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by Kane0

I like it!

One thing though: How can a fanatic worship a deity of law (im thinking tyranny) but be chaotic? Would it be ok to limit it to non-lawful deities only?

Also, given the limited focus of the class (smites, smites and more smites) would be a good idea to make a prestige class version?

Sure, you could do that. Personally, I see it like a paladin. Paladins can devote themselves to any deity, but they must be honorable and virtuous, while fanatics can also devote themselves to any deity, but they must be willing to ignore all laws, customs and restrictions in order to bring justice to the world.

As for the prestige class version, eh. This class was originally created because of Ziegander's Smite Feats thread. Someone mentioned how a spell-less paladin could use them pretty well, and I decided to make a base class completely focused on Smiting. For the sheer bad assness of it.

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by NeoSeraphi

Edit: Decided against "Chaotic Aura" because I already had "Lesser Chaotic Smite" and "Chaotic Smite", so it sounded repetitive. Instead, I changed it to Aura of the Chaotic Champion, which I think sounds much better.

Eh, that works.

Originally Posted by NeoSeraphi

Alignment: A fanatic must worship a deity. Unlike a cleric, he may not draw his power from an ideal, it must be an actual god or goddess. A fanatic must match his deity's alignment on the morality axis (Good-Neutral-Evil). No matter what deity he worships, a fanatic must be Chaotic..

Going to join the others saying this doesn't entirely seem to fit... but whatever floats your boat. Glanced ahead and say "The Enforcer", going to assume that that takes care of the problem, at least until I actually read that part.

That is an awful lot of skills and skill points for someone whose entire purpose in life is to smashy smashy. Knowledge(Nobility and Royalty) doesn't jive with the chaotic alignment, unless it is mostly so he better knows how to talk his way out of trouble with the forces of Law which he has no respect for.
Escape Artist seems to come completely out of left field.

The chasis the paladin SHOULD have had (although they don't seem to get Charisma to Saves... which is fine).

Originally Posted by NeoSeraphi

Weapon and Armor Proficiency: Fanatics are proficient with simple and martial weapons, as well as with their deity's favored weapon (even if it is exotic). .

Nice Touch...

Originally Posted by NeoSeraphi

A fanatic is proficient with light, medium, and heavy armor, and with shields (including tower shields).

Tower shields for a full-offense class? I guess if they get enough attack bonuses the trade off could make sense.

Originally Posted by NeoSeraphi

Fanatical Smite (Su): Filling his blade with divine power, a fanatic can strike out against his foe and punish him. When attacking a creature that a fanatic considers an enemy,

In other words basically any time he is attacking a creature? Don't think the distinction will matter, but there might be some cheese in there that this prevents...

Originally Posted by NeoSeraphi

he may declare he is using a Smite. He adds his Charisma bonus (if any) to his melee attack roll, and deals additional damage equal to his class level if he hits. If he misses, his Smite is wasted. A fanatic can use the Fanatical Smite ability once per day per class level. Fanatical Smite is treated as a Smite ability for the purposes of feats, and is also treated as Smite Evil for the purposes of feats if the fanatic is good, or Smite Good if the fanatic is evil.

Sounds good. Looking strictly more powerful than the paladin so far, which seems like a good thing at first glance, but I THINK that I seem to recall that paladins are fine in the early game, and just start running out of interesting class features later on...

Originally Posted by NeoSeraphi

Detect Opposition (Sp): A fanatic can detect his enemies just as easily as a paladin can. At will, a fanatic may use detect law as a spell-like ability. A good fanatic may also use detect evil as a spell-like ability at-will, and an evil fanatic may use detect good as a spell-like ability at-will.

Again, more powerful than the paladin. Alignment really tells you a lot about a person, and thus the Detect <Alignment> very powerful in non-hack-and-slash campaigns (which they DO have the skill list and points for). I knew someone whose groups always bumped those up to 3rd level spells (dunno if they did anything with the paladins...). Consider making them pick one at first level, then giving the CG and CE's whichever one they didn't pick at some later level. Feel free to raid my Guardian of Minds for ideas on what to give the CN's at that later level.

Originally Posted by NeoSeraphi

Aura of the Chaotic Champion (Ex): A fanatic is a servant of chaos and disorder. She projects an Aura of Chaos, as a cleric equal to fanatic level.

As I said, this works.

Originally Posted by NeoSeraphi

Augment Smite (Su): Starting at 2nd level, the fanatic gains the ability to augment his Fanatical Smite attack with a Smite-Enhancement ability (Labeled (Sm) in the class). A fanatic may use any Smite-Enhancement ability he has access to whenever he uses his Fanatical Smite ability, but he may only augment a particular Smite with one Smite-Enhancement at a time. The DC for a saving throw to resist a Smite-Enhancement ability, if any, is 10+1/2 the fanatic's class level+his Charisma modifier.

Might need to specify caster level too... maybe if SR applies, but people should know that for Supernatural abilities (not that I can recall off the top of my head). Also good that you scale it with class level, rather than keeping it constant.

Originally Posted by NeoSeraphi

Lesser Chaotic Smite (Sm): A creature hit with Lesser Chaotic Smite must make a Will save or be confused for 1 round. If the creature is already confused, the duration of its current confusion effect is increased by 1 round. Chaotic-aligned creatures or creatures of the [Chaotic] subtype are immune to Lesser Chaotic Smite.

Equivalent to a 1st level bard spell? Might actually indicate this is overpowered.

Originally Posted by NeoSeraphi

Sickening Smite (Sm): A creature hit with Sickening Smite must make a Fortitude save or be sickened for 1 round. If the creature is already sickened, it becomes nauseated for 1 round.

Eh, sounds good to me. The Warlock agrees with me (or maybe says it is underpowered).

Originally Posted by NeoSeraphi

Bonus Smite Feat (Ex): At 4th level, and every 4 levels after that, a fanatic gains a bonus feat. This feat must include Smite ability, Smite Evil, or Smite Good in its prerequisites, and the fanatic must meet all prerequisites of the feat in order to gain it as a bonus feat.

Don't know of any such feats (I believe you that they exist, I just haven't ever seen them), so I can't comment.

Originally Posted by NeoSeraphi

Charging Smite (Ex): Starting at 5th level, whenever a fanatic delivers a Fanatical Smite attack at the end of a charge, he deals extra damage equal to twice his class level (this is in addition to the normal bonuses the Smite grants). If a fanatic is able to attack more than once at the end of a charge, this bonus damage only applies to the first successful Fanatical Smite of each charge.

Eh, good enough...

Originally Posted by NeoSeraphi

Double Smite (Ex): Starting at 6th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to two attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Doing things this way keeps duel-wielding from stacking the confusion and sickening effects and gives even more reason to keep going with the class. I approve.

Originally Posted by NeoSeraphi

Anarchic Smite (Su): Starting at 7th level, whenever a fanatic uses his Fanatical Smite ability, his weapon is treated as chaotic-aligned for the purposes of overcoming damage reduction. The fanatic's Fanatical Smite ability deals an additional +2d6 damage to all lawful-aligned creatures and creatures with the [Lawful] subtype. (This extra damage is not multiplied on a critical hit)

Did you word it this way specifically so they could stack it with the actual anarchic enchantment?

Originally Posted by NeoSeraphi

Chaotic Smite (Sm): A creature hit with Chaotic Smite must make a Will save or be confused for one round per fanatic class level. If the creature is already confused, this ability has no effect. Chaotic-aligned creatures and creatures with the [Chaotic] subtype are immune to Chaotic Smite.

Ok, reasonable upgrade. Not sure if it comes enough later or not, but a reasonable upgrade.

Originally Posted by NeoSeraphi

Rampaging Smite (Ex): Starting at 10th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to four times his class level (this overrides Charging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to twice his class level.

Good, might move the stuff in the first sentence to the start, and put the stuff about charges afterwards.

Originally Posted by NeoSeraphi

Triple Smite (Ex): Starting at 11th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to three attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Se my comments about double-smite... wait, does this mean if you get all the extra effects you want one the first hit, you still have to waste a per-day use if you want to attack that same creature any more?

Originally Posted by NeoSeraphi

Disorienting Smite (Sm): A creature hit with a Disorienting Smite must make a Will save or be dazed for 1 round. If this attack is used against a dazed creature, the creature must make a Fortitude save or be stunned for one round, and have its dazed effect extended by one round.

Nasty stacking in as much as it gains both duration and intensity. In combination with triple-smite this could lead to stun-locks.

Originally Posted by NeoSeraphi

Terrifying Smite (Sm): A creature hit with a Terrifying Smite must make a Will save or be shaken for one minute. This is a mind-affecting fear effect, and stacks with itself and other fear effects normally.

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by DracoDei

That is an awful lot of skills and skill points for someone whose entire purpose in life is to smashy smashy. Knowledge(Nobility and Royalty) doesn't jive with the chaotic alignment, unless it is mostly so he better knows how to talk his way out of trouble with the forces of Law which he has no respect for.
Escape Artist seems to come completely out of left field.

Escape Artist is because he is used to being bound and locked up for committing crimes in the name of his god. The high skill points are to make up for the fact that he gets absolutely no non-combat class features.

Again, more powerful than the paladin. Alignment really tells you a lot about a person, and thus the Detect <Alignment> very powerful in non-hack-and-slash campaigns (which they DO have the skill list and points for). I knew someone whose groups always bumped those up to 3rd level spells (dunno if they did anything with the paladins...). Consider making them pick one at first level, then giving the CG and CE's whichever one they didn't pick at some later level. Feel free to raid my Guardian of Minds for ideas on what to give the CN's at that later level.

I don't reward a Chaotic Neutral fanatic at all in this class. The fanatic is all about extremes. And even though you say this would be good for non hack and slash...the ability to detect alignments and the skill points are the only things the fanatic is able to contribute in those games, making him an awful terrible choice. (Basically just a ranger but without Track, Wild Empathy, or any of the other non-combat abilities and spells a ranger could be contributing)

Might need to specify caster level too... maybe if SR applies, but people should know that for Supernatural abilities (not that I can recall off the top of my head). Also good that you scale it with class level, rather than keeping it constant.

Supernatural abilities are not spell-like. They do not need to penetrate spell resistance, they cannot be dispelled, etc. No caster level necessary.

Equivalent to a 1st level bard spell? Might actually indicate this is overpowered.

Twice per day. At the same level that bards get first level spells. Bards get to use it automatically, meanwhile fanatics have to succeed on a melee attack (which limits its out of combat usefulness) and they can't use it on Chaotic creatures.

Eh, sounds good to me. The Warlock agrees with me (or maybe says it is underpowered).

Glad to hear it.

Don't know of any such feats (I believe you that they exist, I just haven't ever seen them), so I can't comment.

There are a few, but I was hoping to use a certain homebrew thread for them as well, however, I have yet to hear back from that homebrewer on whether I have permission yet or not.

Doing things this way keeps duel-wielding from stacking the confusion and sickening effects and gives even more reason to keep going with the class. I approve.

Yes. I could have just said "Smites now last for a full attack" but that would have been much worse. It would have rewarded dipping and TWFing, not what I wanted.

Did you word it this way specifically so they could stack it with the actual anarchic enchantment?

If by specifically you mean "intentionally", no I did not. Still, I don't mind if it does. If you keep reading, you'll see that Smiting takes care of damage just fine on its own. If a fanatic wants to waste 8000 gp getting a weapon enhancement that his class already gives him just to add 7 extra damage to his weapon when the majority of his class is DPS, more power to him.

Ok, reasonable upgrade. Not sure if it comes enough later or not, but a reasonable upgrade.

The confusion spell is 4th level, which means wizards got it at 7th, sorcerers got it at 8th, and fanatics get it at 9th.

Se my comments about double-smite... wait, does this mean if you get all the extra effects you want one the first hit, you still have to waste a per-day use if you want to attack that same creature any more?

Hm? What are you talking about? You don't have to spend daily uses of Fanatical Smite to add Smite-Enhancements. Smite Enhancements are free.

Nasty stacking in as much as it gains both duration and intensity. In combination with triple-smite this could lead to stun-locks.

Indeed, it could, but notice that it targets two different saves, making the stun lock more difficult than it might seem.

Seems to be a little late arriving.

I just read the Fear Handbook yesterday. I no longer underestimate the ability to basically at-will shaken creatures, especially when you use it again, and it frightens them, and then again, it panicks them. The duration in particular makes this extremely bad. (With Triple Smite, you could force a creature to panic for 1 minute, that's pretty much auto-win right there)

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by Major_Muffin

This is a cool class, just one problem, what if you want to smite those who arnt your "enemies" but arnt your friends?

The term "enemy" is just fluff text. You can Smite any creature that you do not consider an ally. (Attempting to Smite an ally will not work, as your divine power will not come to aid you in an act of betrayal against them)

Re: In the Name of the Lord God Almighty, Thou Shalt Perish! (3.5 Base Class, PEACH)

Originally Posted by NeoSeraphi

Ferocious Smite (Ex): Starting at 15th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to six times his class level (this overrides Rampaging Smite). Additionally, his normal Fanatical Smite ability improves, dealing additional damage equal to four times his class level (this also overrides Rampaging Smite).

Not sure if this is too much, but there are better numbers people on these boards than me, so I will just say that if this is reasonable then I may need to beef up the damage bonuses (on some AoOs) that I gave my class, especially since they are supposed to be able to be effective with those specific sorts of attacks without much feat or gold-piece investment.

Originally Posted by NeoSeraphi

Quadruple Smite (Ex): Starting at 16th level, when a fanatic makes a full-round attack, he may apply one daily use of his Fanatical Smite ability to up to four attacks (he may still use additional uses to Smite with his other attacks, if he has any). If he does this, he must select his Smite-Enhancement ability (if he chooses to use one) with his first attack, and may not switch afterwards.

Third verse, same as the first two... not much to say here.

Originally Posted by NeoSeraphi

Enervating Smite (Sm): A creature hit with an Enervating Smite gains two negative levels. These negative levels fade in one hour.

Seems a bit sudden to go from nothing to two levels at once, but... you may not want to bother with splitting this, and I admit to a strong personal bias against things that suddenly jump up rather than being "smooth".

Originally Posted by NeoSeraphi

Constricting Smite (Sm): A creature hit by a Constricting Smite must make a Will save or be held. Each round it must make a Will save or be held again. This effect continues until the creature saves, after that it is freed entirely. If used against a creature who is already suffering from a Constricting Smite, the creature must make a Will save or suffer a cumulative -2 penalty to all its saving throws against being held until its current Constricting Smite condition ends.

The penalties aren't going to have time to add up on this in many cases since rather than just whaling on it, you should either be attacking other targets, or take the full-round action to coup-de-grace in most cases. There might be a few in-between cases where this would actually be important, but it isn't going to come up much.

Semantic point: Regeneration is "overcome" not "ignored" AFAIK. Might want to make X/- DR the exception, but that may just be my personal pet peeve.

Originally Posted by NeoSeraphi

Eviscerating Smite (Ex): Starting at 20th level, whenever a fanatic uses the Fanatical Smite ability at the end of a charge, his first successful Smite deals extra damage equal to eight times his class level (this overrides Ferocious Smite).

Eh... as I said, I am not a numbers guy.

Originally Posted by NeoSeraphi

Debilitating Smite (Ex): Starting at 20th level, a fanatic may apply up to two different Smite-Enhancement abilities to a single Fanatical Smite attack.

This re-raises the point about having to use Fanatical Smite for every attack of a full-attack if you use it for any once you have the Double-Smite ability. Might want to clarify how that works. Other than that... very powerful, especially as an at-will... but it is a capstone, so limiting it to 3/rounds per day or whatever may not be necessary.

Originally Posted by NeoSeraphi

Variant Class: The Enforcer
The enforcer is a less rebellious fanatic, one who does not push his views and his justice on others as forcefully, and even puts his faith second to the rules sometimes.

Alignment: An enforcer's alignment must match his deity's alignment. If his deity is Chaotic, then he is a normal fanatic rather than an enforcer.

Detect Opposition: An enforcer does not gain the ability to detect law at will. If he is lawful, he gains the ability to detect chaos at will. This ability otherwise functions as normal. A true neutral enforcer does not receive the benefits of detect opposition.

Boiler-plate... not much to say here except that maybe should explicitly specify that the same rules for getting Detect Evil and Detect Good still apply.

Originally Posted by NeoSeraphi

Aura of the Chaotic Champion: An enforcer does not gain an Aura of the Chaotic Champion. Instead, he chooses one component of his alignment (Good, Lawful, or Evil) and projects an aura of that alignment equal to his character level instead. A true neutral enforcer does not project an aura.

Yawn... looks fine, don't change a thing.

Originally Posted by NeoSeraphi

Lesser Chaotic Smite: An enforcer does not gain the benefits of Lesser Chaotic Smite. An enforcer's 2nd level simply contains Augment Smite, it does not offer him the use of any Smite-Enhancement Abilities until he gets Sickening Smite at 3rd level.

Meh... a bit of a power down, but coming up with two or three other abilities would be a pain.

Originally Posted by NeoSeraphi

Chaotic Smite: An enforcer does not gain the benefits of Chaotic Smite. An enforcer does not receive any class features at 9th level.

See above.

Originally Posted by NeoSeraphi

Anarchic Smite: When an enforcer reaches 7th level, he chooses one component of his alignment (Lawful, Good, or Evil). Whenever he uses his Fanatical Smite ability, an enforcer treats his weapon as if it were that alignment for the purposes of overcoming damage reduction. If the enforcer chose Lawful, he deals an extra +2d6 with his Fanatical Smite to chaotic creatures, and calls this ability Axiomatic Smite. If the enforcer chose Good, he deals an extra +2d6 to evil creatures and calls this ability Holy Smite. If the enforcer chose Evil, he deals an extra +2d6 to good creatures and calls this ability Unholy Smite. The extra damage is not multiplied on a critical hit. This is a supernatural ability. A true neutral enforcer does not gain the benefits of Anarchic Smite, and receives no class features at 7th level.